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Tuesday, November 4, 2014
Thursday, September 18, 2014
ArcheAge Launch Update: Capacities, Communication, and Where to Find Info
Hi everyone, we'd like to thank you all for being a part of this absolutely massive launch of ArcheAge, Huge archeage gold sale at mmobays.co.
We've heard from a lot of you that ArcheAge has stirred up excitement for an MMO in a way that many of you haven't felt in a long time. When people are in and playing, we hear a lot that the game's the great, exciting experience they were waiting for.
While it's been great for many, it's been uneven for others, most notably if you're stuck waiting. (We know, we wait in the same queues you do.)
Know that we haven't been, and won't be, resting until the experience is great for everyone. We've been talking to you a lot about "patience - which has been extreme in some cases for sure.
I'd like to talk about what we're doing to make sure that all of you can have that same kind of experience.
SERVER CAPACITIES AND YOU
In an ideal world, we have all the hardware we need to host the ideal number of servers, in a way that works best for everyone. We'd strike the perfect balance between launch popularity, when everyone wants to be online 100% of the time, and the settled population of more normal play patterns that will naturally come over time.
In reality, we have to plan capacity months ahead of time, based on things like web site signups, numbers of people who play in alphas and betas, how long they play, and so on. There's a fair amount of science that goes into it, and in general it's pretty accurate. We then include extra for overflow, just in case we need more.
In this case, so many entirely new people showed up that we opened not just all of our launch hardware on the first day, but the overflow hardware soon after as well. Since Head Start, we've expanded both the number of servers and the capacity of all servers steadily. We try to let you know this both on the forums and on Twitter (@ArcheAge]) whenever this occurs.
Inside the business you'll hear people call this "problems of success," but make no mistake - since it negatively affects you, we remain obsessively focused on the "problem" part, not the "success" part. We treat these as high priority problems that we need to solve, as rapidly as possible.
GREAT, THANKS. THAT'S SUPER. WHAT ARE YOU DOING NOW?
Right. There are things going on both in and out of game to make things better:
1) Yes, more hardware is on its way to helping you! We're still aiming to strike the balance between short and long term and we know with certainty that more hardware is needed for both. We've heard both the "more servers" and "no more servers" crowds, and are certain we need to take steps toward more. I'm happy to share that the next round of hardware landed with our team in Texas this morning.
While I do wish that we could violate the laws of space and time to transport physical servers instantly, and help both NA and EU simultaneously, because of the way hardware is shipped out, and factors like "customs," there will be some delay between helping out the two regions. Do note that we're doing everything we can to make sure that delay is as minimal as possible. (We are aiming for days, not weeks, between.)
We'll be talking more about the details here over the coming days, in our Launch FAQ thread.
2) Note that we've been more aggressively sweeping AFKers, even manually when needed. For example, while we had said during beta that we were tentatively tolerant of AFK mount riding, we'd be keeping an eye out to see if it became a problem. Well, it's officially a problem when actual players who will be playing can't get in.
If you're not actively playing, please do be aware that you might not be there when you get back. Of course, while we do appreciate creative justifications such as "I am merely celebrating the excitement of launch by exercising my steed in a circular pattern for an extended period of time," those will still earn a quick trip to desktop.
We're also going to be setting up a more aggressive AFK timer as is suited to an over-popular launch, and ensuring that there are fewer ways to get around it. Again, this is all to create the greatest opportunity to get active human beings into the game.
3) As with any launch where you get massive numbers of new players, we need great people helping out with the typical things that happen as services scale up, which is why I wanted to talk Customer Service. You have wanted to talk with them. You've wanted to talk with them a lot. And they really do want to help.
Trion's CS team has already been expanded pretty massively, with scores of new people coming on board in the weeks leading up to ArcheAge's launch. There's a veritable dedicated army of people wanting to help. We're also happy to announce that we're ramping that up even more. As with all of our CS in the past, we're continuing down the path of natively fluent CS reps in each language we service.
4) Communication is critical during launches - We do get that. I've personally tweeted more during this launch than I think I have since Twitter existed. We're going to be redoubling our efforts, most notably on our forums, with even more people pitching in.
We had been trying to focus our updates into specific known locations, but that's not having the effect that we had hoped. We need to be in more places and threads that you're already discussing, so you can expect more of that beginning today, and in a more visibly 24/7 fashion than it might have appeared previously. We've been continuously working like crazy knocking down the types of launch issues one might expect, but if you don't see evidence of it, then it's not as helpful to you. We get that too.
Sunday, July 20, 2014
New Mount Available with 2-Step Verification!
Imagine you're enjoying all Nexus has to offer. You've obtained the rarest of Housing decor, you've maxed your Arena rank in PvP, and you're swimming in gold
like the Nexus version of Scrooge McDuck. Living the good life, right?
Then all of a sudden, you log in and all your items are gone, your character's left cold and nude in the middle of the capital, and your hard-earned cash has
been stolen! That's just the worst.
Now imagine that you have 2-Step Verification set-up and it's back to the good life. Your items are safe, your gold's secure. Now your account's much less at
risk of being compromised and you can focus on the important stuff.
As if keeping all of your hard earned loot secure isn't reason enough to apply 2-Step Verification to your account, we're sweetening up the rewards, cupcake.
You'll still get your usual incentive:
2% XP, Renown, and Prestige bonus
Cybernetic Eyepatch
In-game title of Certifiably Certified
But starting July 10th, anyone with an active 2-Step Verification attached to their account gets one of the sweetest rides on Nexus, the Retroblade Mount.
If you're already enrolled in 2-Step, you will automatically receive the Retroblade Mount in your Account Inventory by July 10. Don't have 2-Step
Verification but want a sweet mount and a safe account? Check out our Knowledge Base article or read our FAQ below to learn more about 2-Step Verification!
So don't sit back and let the hackers win. Get 2-Step Verification today and live the good life!
Why do I need to add 2-Step Verification?
We get it, nobody likes taking orders. But hey, you don't have to do anything. 2-Step Verification isn't required, but it is recommended.
It adds an additional layer of security that keeps your account safe from hackers.
How does the 2-Step Verification keep my account safe?
If you think of your account like a house, your password is the door. Adding 2-Step Verification to that is like putting a heavy-duty lock on that
door. You wouldn't leave your door unlocked, would you?
What are the other incentives for applying a 2-Step Verification?
You get sweet in-game items: the Retro Blade mount, the Cybernetic Eyepatch, an in-game title that'll make you the envy of Nexus. You also get a buff
that boosts your XP, Prestige, and Renown.
Once I have 2-Step Verification set up, what changes?
Logging into WildStar will look a little different, as you'll have that extra layer of security to get through. When you log in, enter your username
and password as normal. After that, a pop-up window with a keypad will show over your normal sign-in page, where you'll enter a six-digit code generated by
your chosen authenticator, such as the Google Authenticator App (iTunes, Android)
Keys on the keypad are positioned randomly and you'll have to click on each key with your mouse.
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Sunday, July 13, 2014
What You Must Know To Buy Wow Gold - Mmomi.com
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Article Source: www.mmomi.com Email:sales@mmomi.com
Article Source: www.mmomi.com Email:sales@mmomi.com
Friday, July 11, 2014
Mygameg.com - Two specs are better than one
(Best Wow Gold Seller) - In Wrath, Blizzard doubled-down on talent trees. Wrath expanded the trees even further, with another ten points and another layer of talents added at the bottom of each tree.
However, Wrath also introduced Dual Specialization in patch 3.1. The dual spec ability was one of cheap wow gold in stock. Suddenly, you could switch from an elemental shaman to a resto shaman on the fly, instead of hearthing to town, resetting your points, respending your points, setting up your bars with the different spells, etc. Players could have separate specs for PvE and PvP. Raiders could set up one talent configuration for single target DPS and one for cleaving down adds.
Blizzard also added the Equipment Manager, which allowed you to save your different sets of armor and weapons for each spec or role. Most players already had an addon for this, but the official one was a great substitute.
Overall, players had far less incentive to use hybrid builds in Wrath. They could change their role to what the raid or the arena team needed with the click of a button. Some players stuck to their hybrid ways, but such builds became more and more fringe.
Meanwhile, the trees had become enormous: 71 points distributed over 11 tiers per tree. Classes had more than 80 different talents to choose from -- almost double the talent choices of classic WoW. Here's what they looked like back then:
Article Source: www.mygameg.com
Email:sales@mygameg.com
Guy4game.co The golden age of hybrids
Talent possibilities exploded during The Burning Crusade. Ten more levels granted players ten more points to assign. Players could now combine abilities in ways that vanilla's trees had never allowed, opening up exciting new gameplay paths. Buy cheap wow gold & items from guy4game.co.
Players didn't choose a specialization like they do today. Instead, they assigned points to three different "trees." Each tree represented a spec, but each also had talents that helped the other two specs as well. So players could pick and choose just how far down they wanted to go in a given tree, and thus how much to commit their character to one spec. "Hybrid" builds were not ideal from a min/max perspective, but they were popular. And TBC was the golden age of such builds.
For example, paladins could combine some of retribution's DPS talents with the holy tree's Holy Shock to create a "Shockadin" build. (cheap wow gold sale The build allowed a ranged DPS spec for paladins. It wasn't great for endgame dungeons or raiding, but it was fun to play for questing and PvP.
"Swift Moonkins" could opt for a more resto-heavy build that gave them access to Nature's Swiftness for instant nukes and more healing capabilities, at the cost of their Force of Nature summon spell.
To create such a build, you had to sacrifice acquiring the top-end talents, which were most often powerful new spells. In many cases, however, those 41-point talents were not so amazing that you couldn't live without them. The versatility often made up for the lack of a spec's ultimate spell.
Article Source: www.guy4game.co
Email:sales@guy4game.co
Wednesday, June 25, 2014
UK charts: FIFA 14 on top again, a look back at a momentous year
2013 began with FIFA 13 leading the UK charts, and it ends with FIFA 14 crowned No. 1 for the second week in a row. The smart money is on EA Sports' MVP
making it a hat-trick next week; the opening week's charts for each of the last three years has had a FIFA at the top.
Rather than focusing on a top ten that's so static you'd think it'd just stuffed its face with Christmas dinner, let's look back through the rear view mirror
of statistics at what's been a momentous year of UK charts-ery. We've had two console launches in the space of two weeks, an absolute ton of games, and as
ever plenty of Call of FIFA in the charts.
24 different games topped the UK charts in 2013, including one-week wonders like Ni no Kuni, Resident Evil: Revelations, Aliens: Colonial Marines, and
Payday 2.fifa15guide.com
The Last of Us spent the most time at the UK's peak, earning six successive weeks as the numero uno in the summer. Pats on the back to FIFA 14 and Call
of Duty: Ghosts for each racking five weeks in total, and to four-in-a-row hit Saints Row 4.
Talking of successive No. 1s, six games kept top spot for three weeks running or more: BioShock Infinite, Dead Island: Riptide, The Last of Us,
Minecraft: Xbox 360 Edition, Saints Row 4, and Call of Duty: Ghosts.
While Minecraft: Xbox 360 Edition did eventually rack up a run at No. 1, it took a good long while to get there. 4J Studios' port spent four weeks in The
Last of Us' shadow, before finally taking over the No. 1 spot in its fifth week at retail.
Grand Theft Auto 5 became the UK's fastest-selling game ever when it launched in September, running off with a staggering 2.25 million sales or so in its
first week.
No surprises that FIFA 13 stayed in the top ten the longest: It dropped out just before FIFA 14 arrived, making it 37 successive weeks in the top ten
across 2013, and 51 in total since its release in September 2012. Special mentions go to Tomb Raider, which departed the top ten after an impressive 25
weeks, and to Minecraft: Xbox 360 Edition, which was only pushed out on the week the Xbox One launched, some 22 weeks after release.
Some things will never change: Between them, the Call of Duty and FIFA series led the UK charts for a quarter of 2013, including 8 weeks at the end of
the year. Keep on shooting and kicking stuff, UK!
fifaservice.net
Top 10 UK Software Sales (All Formats); week ending December 28
FIFA 14
Call of Duty: Ghosts
Assassin's Creed 4: Black Flag
Battlefield 4
Grand Theft Auto 5
Need for Speed: Rivals
Lego Marvel Super Heroes
Just Dance 2014
Minecraft: Xbox 360 Edition
Gran Turismo 6
FIFA 14 review: fifaservice
Apparently following an "if it ain't broke, don't fix it" methodology, the FIFA team hasn't introduced any large, game-changing features this year. Heading
into the next console generation, this is very much a "tune-up" year in regards to FIFA 14, and for good reason: It's pretty hard to top EA Canada's efforts
with the FIFA series in recent years. Each iteration of the soccer sim has gradually tapered off its impactful improvements, with the introduction of physics
in FIFA 12 and then First Touch Control in FIFA 13.fifaservice.net
Continuing the trend, the biggest on-field changes in FIFA 14 revolve around one of the first things players will notice: The game feels a bit slower. The
fact is, the game's actual speed may not be any slower than before, but the continual tweaking of passing and dribbling mechanics has lead to FIFA 14
becoming a much more methodical game than before. Your team's progressions seem to take a little longer since the defense plays your attackers tighter,
resulting in passing lanes that are a tad harder to find. The dribbling mechanics added in FIFA 13 have been altered – no longer requiring players to hold
the left trigger – and effectively performing some of the fun combinations from last year is more difficult and confusing now.
FIFA 14 (6/6/13)guy4game.org
The left trigger is now used mostly for protecting the ball from defenders. Holding the trigger causes your player to shield the ball, a strategy that seems
especially effective along the wings, yet otherwise ineffective against even a mediocre defense. Still, it causes your player to slow down and wait for
teammates to better position themselves to receive a pass, which also happened much slower than I would like. When sprinting, the ball gets knocked a little
further away than it did a year ago, lending more vulnerability to faster styles of play, especially when considering tweaks made to First Touch Control.
fifa14service.com
Introduced last year, First Touch Control causes more unpredictability in the ball's movements, and this year it's more sensitive to less skillful athletes.
This causes a much clearer differentiation in how teams play and how players effectively move the ball around the pitch. While I can't necessarily say that
Lionel Messi or Christiano Ronaldo feel different from one another, they certainly perform better than a no-name player from some two-star Chilean club. The
former two superstars might be able to get away with sprinting around the field a little and still avoid confrontation, but with the majority of teams you'll
need to employ a slower, more tactical strategy, as less skilled athletes are more likely to lose control of the ball.
gameusd.net
If EA Canada's goal is to eradicate the arguably cheap "sprint and through pass" tactic employed by some in the past, they've done an admirable job in doing
so with the game's AI alone. In the mid-to-high difficulty levels, the opposition snuffs out passes and makes tackles with ease, and then knocks the ball
around your challenges when on the attack. It seemed as if opponents, regardless of their supposed skill level, navigated the field and the openings in my
defense much easier than my team could. Additionally, don't bother trying to tackle a CPU-controlled player that is sprinting along the sideline while
shielding the ball; it seems downright impossible to get the ball away from them until they're already in the box and approaching the net. The saving grace
here is that slide tackling is more viable this year and no longer a guaranteed penalty, thanks in part to a slightly cleaned-up physics engine that doesn't
have players falling over one other as much.
Monday, June 16, 2014
Saturday, March 22, 2014
Sunday, March 9, 2014
Tuesday, February 11, 2014
Friday, February 7, 2014
Blizzard Comic Contest Winner
And the comic contest winner for January, 2014, is ... Arturis.
The talented winner will receive an Art of Blizzard Book Standard Edition [Hardcover] ! In February, we’ll be giving away a Risk®: Starcraft Collector's Edition, with an approximate retail value of $49.95, to the winner of the next Blizzard Comic Contest.
Keep those comics coming, and you might be the next artist to take home a prize! Also, be sure to set aside some time to check out our Warcraft, Diablo, and StarCraft comic sections.
The talented winner will receive an Art of Blizzard Book Standard Edition [Hardcover] ! In February, we’ll be giving away a Risk®: Starcraft Collector's Edition, with an approximate retail value of $49.95, to the winner of the next Blizzard Comic Contest.
Keep those comics coming, and you might be the next artist to take home a prize! Also, be sure to set aside some time to check out our Warcraft, Diablo, and StarCraft comic sections.
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